If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Re: Custom Element's Jutsu

Originally Posted by Lord of Kaos

1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage Points: 80
Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of 15 handseals Each clap strength increases on a scale like this one:
1st clap: strong enough to knock back a man
2nd clap: strong enough to knock back a couple of horses
3rd clap: strong enough to knock over a house
4th clap: strong enough to knock over a Kage's mansion
*after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
*after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
*Only useable once a fight*
*The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.

~Declined~

If the pain is great enough that the user cannot use arm based taijutsu (punches, blocks, etc.) would they be able to lift thier arms to make hand seals for other jutsu? Either rework that restriction or add that they cannot form handseals as well.

3. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
Rank: A
Type: Supplementary
Range: Mid-Long
Chakra: 30
Damage Points: N/A
Description: The user makes two handseals and manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then bends the Kami Kaze chakra to make a very bright blinding light around him from the chakra, temporarily blinding the foe. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. If the Byakugan were to look directly at, it would blind the user even longer than those without it due to the large amounts of chakra and the Byakugan being able to see chakra directly.
*Blindness lasts one turn. Confusion of sensory last for 3 turns, as well as heightened blindness to Hyugas
*Useable three times a battle without a wait period of at least 1 turn in between uses.*

~Declined~
If the light is eminating from the chakra itself then you would most likely be blinded from it as well. Please explain how you handle the blinding light (if you you can see through it at all).

1.)Divine Wind Style: Serial Winds Thunderclap (Kamikazeton: Shinku Renpa Jinrai)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage Points: 80
Description: The user charges large amounts of Divine Wind to his hands. He then makes 5 hand seals and spreads his arms out wide. He then brings them together clapping, making several waves of Divine Wind for each time he claps his hands. From the power of the clap, wind is thrown at the enemy with enough force to knock down a house with only three clap. The wind is blown extremely fast and hits very quickly. The user can clap up to 4 times in a row, with each clap gaining in strength. If the user choices to make 3 claps or more, it requires a long string of 15 handseals Each clap strength increases on a scale like this one:
1st clap: strong enough to knock back a man
2nd clap: strong enough to knock back a couple of horses
3rd clap: strong enough to knock over a house
4th clap: strong enough to knock over a Kage's mansion
*after using 1-2 claps, the user cannot use any Divine Wind jutsu the next turn*
*after using 3-4 claps, the user cannot use any Divine Wind jutsu for two turns*
*Useable twice a fight. If the 4th clap is used, only one usage may occur the entire fight*The friction and force from the claps causes damage to the user's hands and after using 1-2 claps, he cannot use arm taijutsu for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot use any arm-based tai for 3 turns.
*The friction and force from the claps cause damage to the user's hand and after using 1-2 claps, he cannot move his arms with enough speed to perform fluid taijutsu attacks and his handseal speed is slowed, taking him a few moments longer to string together handseals for 1 turn. After making 3 or 4 claps, the pain is so great that he cannot move his arms above waist height without agonizing pain that subsides over the course of three turns, regaining more movement in his third turn, being able to raise his arms to chest height that turn. His handseal speed is further decreased, taking him twice as long to string together handseals.
_________________~Declined~
The bottom two restrictions underlined contradict each other. Also, add that the user cannot use any wind techniques whatsoever for the next two turns if the fourth clap is used.

2. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
Rank: A
Type: Supplementary
Range: Mid-Long
Chakra: 30
Damage Points: N/A
Description: The user makes two handseals and manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then bends the Kami Kaze chakra to make a very bright blinding light around him from the chakra, temporarily blinding the foe. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. Only Byakugan users would be able to escape the effects. The user focuses Kami Kaze chakra to their eyes and bends the chakra in a lense shape, allowing their eyes to pierce the chakra without being blinded.
*Blindness lasts one turn. Confusion of sensory last for 3 turns
*Useable three times a battle with a wait period of at least 1 turn in between uses.*

__________________________________________________ __________________________________________________
 Approved  Hyuugas can pierce through chakra by focusing and using the telescopic ability of their eyes. So I editted that part.

Re: Custom Element's Jutsu

Originally Posted by Coyote

Kansou Houmen: Ra's Anshinritsumei | Arid Release: Ra's Enlightenment
Rank: S - F
Type: Offensive
Range: Short - Long
Chakra cost: 40 (50 if F)
Damage points: 80 (100 if F)
Description:
The user will slap his hands together thus compressing the amount of Arid chakra immensely. When the user slaps his hands together he follows that up by preforming a short row of handseals Serpent → Tiger quickly and in merely less then a second high above the battlefield a reddish-orange star-like figure will appear from the heavens. When this figure appears the battlefield becomes extremely dry and the heat is intense. Any living creature other then the user will sweat/pant. Any foliage of any type plants/fungi/trees will begin to dry and wither quickly due to the chakra infused heat radiating from the object in the sky, weaker wood to a brittle and shinobi to dehydrated state much faster then nature intends. At anytime during this otherworldly experience, the user of this technique can preform a additional handseal - the Serpent handseal. If and when the user preforms this additional seal after the initial creation, from that figure in the sky highly compressed Arid chakra down in a translucent beam in which can near instantaneously suck the moisture from anything that carries water within it. When this happens, forests become small deserts, humans become mummified, and great bodies of water become a fraction of what they use to be. This beam can either hit a wide area in one flash fry or be more pinpointed on a certain thing. This technique has two parts - the first half and if the user so wishes the second half..

Note: Lasts 3 turnsNote: Suction of moisture from all things (techniques that involve the use of water such as certain KGs or other CEs cannot be used during certain turns based on how long the technique has been played on the field) from first half of technique is as followed - 1st turn|B-Rank and below - 2nd turn|A-Rank and below - 3rd & Final turn|S-Rank and below. Note: If use of Arid beam can only be used in the first 2 turns not during the 3rd and if used the technique stops afterwards. Note: No Arid techniques during this technique Note: No Arid techniques if Arid beam is used for 2 additional turns from the use of beamNote: Must have mastered Arid ReleaseNote: Only usable/trainable by Coyote
______________~Declined~
Make it usable once per battle. Also, certain things need to be defined. The beam for one needs to be down-scaled (reducing forests to deserts is to much even for a forbidden rank technique) and then defined. As in a radius/diameter of the beam and where it strikes. And it's effect on foliage... by "weaker wood" do you mean wood techniques? If so, up to what rank? Finally, since I assume that this is one of the main purposes of the technique, describe the effect on people in the environment more, what you said (dehydration) is too loose of a description and can easily be abused.. On that note, you never actually explained why this does not have an effect on you, if you are in fact immune to it. Intense heat and nearly inhabitable conditions should have an effect on everyone, regardless of whether or not you created it. Finally, choose one rank. S or F.

Kansou Houmen: Konmei Harou | Arid Release: Confusion of Waves
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description:
The user will preform one handseal and spread his Arid chakra up to long range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate me. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see and he can also make his allies have the ability to see through this heat wave.

Note: Lasts 4 turnsNote: User can stop at anytimeNote: No wind technique for 1 turnNote: Only usable/trainable by Coyote.
_______________________~Declined~
I'll allow you to see through this on the grounds that Zabuza could see through the hidden mist technique, however how do you just magically give your allies the ability to see through it? Furthermore, reduce it to mid-range and you have to make this happen over a certain period of time and gradually extend outward; not just making one hand seal and then bam they're in a desert no matter where your opponent is. Arid release takes moisture away; it doesn't just instantly raise temperature. But same as last time, how exactly are you immune to the effects of dehydration while in your own arid mist? Also, fix it with the proper chakra and rank correspondence.

Kansou Houmen: Ra's Anshinritsumei | Arid Release: Ra's Enlightenment
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra cost: 50
Damage points:100
Description:
The user will slap his hands together thus compressing the amount of Arid chakra immensely. When the user slaps his hands together he follows that up by preforming a short row of handseals Serpent → Tiger quickly and in merely less then a second high above the battlefield a reddish-orange star-like figure will appear from the heavens. When this figure appears the battlefield becomes extremely dry and the heat is intense. Any living creature other then the user will sweat/pant. Any foliage of any type plants/fungi/trees will begin to dry and wither quickly due to the chakra infused heat radiating from the object in the sky. Humans become very dehydrated - meaning they become confused, preform slower and react slower - they don't die however. At anytime during this otherworldly experience, the user of this technique can preform a additional handseal - the Serpent handseal. If and when the user preforms this additional seal after the initial creation, from that figure in the sky highly compressed Arid chakra down in a translucent beam in which can near instantaneously suck the moisture from anything that carries water within it. When this happens, forests become flash fried, humans become mummified, and small bodies of water are evaporated. This beam can either hit a wide area in one flash fry or be more pinpointed on a certain thing. This technique has two parts - the first half and if the user so wishes the second half. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally. Once beam has been used, the heat wave ends.

Note: Lasts 3 turnsNote: Suction of moisture from all things (techniques that involve the use of water such as certain KGs or other CEs cannot be used during certain turns based on how long the technique has been played on the field) from first half of technique is as followed - 1st turn|B-Rank and below - 2nd turn|A-Rank and below - 3rd & Final turn|S-Rank and below. Note: The radius of the beam is 50 feet - roughly the diameter of a tower. Note: If use of Arid beam can only be used in the first 2 turns not during the 3rd and if used the technique stops afterwards. Note: No Arid techniques during this technique Note: No Arid techniques if Arid beam is used for 2 additional turns from the use of beamNote:Usable once per conflict Note: Must have mastered Arid ReleaseNote: Only usable/trainable by Coyote

Kansou Houmen: Konmei Harou | Arid Release: Confusion of Waves
Rank: B
Type: Supplementary
Range: Short - Medium
Chakra cost: 30
Damage points: N/A
Description:
The user will preform one handseal and spread his Arid chakra up to mid range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate the user. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally.

Note: Lasts 3 turnsNote:Starts of in short range during the first turn then goes up to mid range during the second turnNote: User can stop at anytimeNote: No wind techniques in the same and next turnsNote: Only usable/trainable by Coyote.

Kansou Houmen: Atsusa Gekido | Arid Release: Heat of Refinement
Rank: A
Range: Short - Long
Type: Attack
Chakra: 30
Damage: 60
Description: The User of this technique will focus their Arid chakra into their hand, making it highly condensed. The user will then extend his/her hand that the chakra has been condensed in a thrusting motion, releasing a beam of highly condensed arid chakra. This beam though only moves in one direction. Because its Arid chakra, it can easily evaporate/brittle A-rank and lower techniques that require water (Water element, Wood, Ice, etc.)

Re: Custom Element's Jutsu

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This jutsus turns the area into a vast field of regular green fungus, with forests of different sized mushrooms, both small as hands or big as large trees. The net of fungus will severe all connection with the ground beneath, preventing the opponent from utilizing it as a source from Earth Jutsus, as well as melting through any previously active earth jutsu, neutralizing it. The net of fungus does not have parasitic abilities and the mushrooms don't have spore or poison release abilities.
Given the Chakra strain, the user will not be able to preform any other Mushroom jutsus in the same turn, and can only use 2 jutsus in the same turn.
*Can only be used thrice per battle*

Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This jutsus turns the area into a vast field of regular green fungus, with forests of different sized mushrooms, both small as hands or big as large trees. The net of fungus will severe all connection with the ground beneath, preventing the user and the opponent from utilizing it as a source for jutsu, for example Earth Jutsus, as well as melting through any previously active earth and earth-based jutsu, neutralizing it, following the element's strengths and weaknesses. The net of fungus follows the characteristics of the main release fungus. The mushrooms that grow follow the characteristics described by normal alternative release mushrooms, without the poisonous or spore release aspect of it. The high metabolic characteristics of the mushroom element allow for a secondary use, allowing the net to retrieve and metabolize certain chemical, biological, toxic, mineral, etc substances present in the ground at the time of creation, and present them in the outer layer of the net, strengthening the net and giving it additional protection, following the characteristics of the metabolized substance, or simply re-locate the substance to another area of the net, depositing the substances there. (If the substances came from a technique, the absorption is restricted to a rank higher (case they're a strength), a rank lower (case they're enlisted as a weakness (Toxic, for example) or same rank (in neutrality).
*Given the Chakra strain, the user will not be able to preform any other Mushroom jutsus in the same turn, and can only use 2 jutsus in the same turn.*The fungal net follows the same weaknesses and restrictions of the element (For example, while the net can be created over ground or water, it can't be created over lava. While metal and earth techniques can't pierce through the net, strong fire or lightning can).
*Can only be used thrice per battle*||Approved||

If red, the mushroom will release a blinding mist of spores that will secrete a liquid that causes irritation to the eyes, nose and throat of anyone who inhales them.
If black, the mushroom will release an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.
If white, the mushroom will emit a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.
If grey, it will act like a vacuum whenever the user preforms an handseal (counts as the same technique). Thus able to suck up any small particles in the air (Poison, toxines, sand, lethal chemicals) up to the maximum range of this technique, absorbing and neutrilizing them into their harmless by-products, up to one rank above of this technique.

The mushroom will release it's toxins over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism[/spoiler]

Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them. Throwing off scent-based abilities

Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will release an hallucinogenic-based cloud, a near odorless, near colorless mist with hallucinogenic properties, making the opponent see a party of dwarfs stabbing them with daggers and needles. The mist is slightly reddish, and the odor has a slight peppery scent to it.

Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud, potent itching toxin, which will irritably make those who are affected by it want to scratch themselves, making the skin brittle and creating ugly friction blisters

Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.

Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.

Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.

Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination

*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism||Approved|| I removed the Summons part.

Also, after talking to Scorps, we both decided to work on better describing some of the effects that are generically stated in the CE submission of Mushroom, mimicking what was done with Diethyl Ether CE and the inhalation effects since with Mushroom we came across the issue of having too generic descriptions of certain aspects as abilities:

Standard Chakra Absorption: Every turn of contact, the fungus steals the trapped organism half the chakra used in the overall production of the fungus (chakra cost of the techniques), which can be transfered to the user by direct contact, or allies by mediated contact with the user. Additional effect: If the fungus is not countered and the contact is not lost within the first turn of contact, the effect is more violent, the opponent becomes unable to modulate their chakra in for more complex techniques. The effect is more violent the higher the mushroom technique used with the standard Chakra Absorption. In terms of battle consequences, the contact with such fungus will make it harder for the target to mold his chakra and to produce techniques, being that the higher the technique, the harder it is to mold whilst under the effect of the chakra absorption fungus. While it will produce simple effects like removing the specialty bonus like the use of an element with only one handseal (making the enemy need to produce the technique with the required handseals), it will actually make it so hard for the opponent to mold and shape chakra that after awhile he'll need to add more handseals than the ones originally used for the technique he desires. The chakra consumption is always half that of the technique that gave birth to it (example an S-Rank tech would siphon 20 chakra per turn). Off course, uncountered contact is needed with the technique for at least one turn for effects to be felt. The user can also use this properties when mushroom techniques are interacting with opposing elements. In some applications, instead of countering a technique physically (through a direct clash), the user is able to use his mushroom techniques to siphon chakra from enemy techniques, disabling them. This off course, follows basic S&W. The chakra siphoned can't be used by the user directly but it can be used to power/increase the size and the strength of the mushroom technique that absorbed it, in this case adding half of the chakra points absorbed as bonus damage points. Reasoning is that Mushrooms are simplistic, yet effective, chakra eaters in narutoverse, much like they are organic eaters in RL.

Water/Earth Growth: This ability is related to the origins of Mushroom Release but also the normal biological characteristics of the element in itself. When used from a passive water source, Mushrooms will always be twice as big and always possess much more moisture than normally. When used from normal, dry earth passive sources, the Mushrooms will not possess any kind of special bonus in size. However, the growth bonus also applies for Mushrooms techniques used from Mud and/or other combinations of Earth and Water passively existing in the field or produced by a now inactive technique. When used from active enemy Water and Mud (earth element) techniques as a counter, the Mushroom element can siphon the chakra and will have the same growth bonus, following S&W of the CE. However, when used in combination with the users own techniques of Earth or Water elements, the Mushroom will suffer a bonus in strength, not only in size. Water techniques B-Rank and above give +20 damage when used to power a mushroom technique, adding to the size of it as well. Earth techniques B-Rank and above with high contents of moisture (mud variations) will add +10. This is only valid, off course, for techniques used in a combo and relates to the normal weaknesses and strengths of the element and the guide for elemental interactions and mimics other elemental relations such as Fire and Wind or Water and Lightning.

Re: Custom Element's Jutsu

(Ekitai: Ekitai Karada) Oobleck Release: Oobleck Body
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user releases doton and suiton chakra throughout his body much like other elements. The user is then able to turn portions of his body into oobleck. This can be used defensively to absorb punches, kicks, sword strikes and projectiles, as well as water, wind and any other element oobleck is strong against or neutral to. It can be used offensively as when the user punches or kicks with a limb turned to oobleck it takes on a solid state at the point of contact and can effect the opponent to the same extent as a normal punch or kick. The user can also grab the opponent and surround his head in oobleck suffocating him or a limb. When a limb is made of oobleck it can stretch out to Mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb slightly with enough force to slightly fracture bones.

Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
Note: While the user's body is made of oobleck he can only use earth, water and oobleck jutsu.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes damage for the attack.
Note: the usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.

Re: Custom Element's Jutsu

Originally Posted by -Cobalt-

Francium Release: Gathering | Francumiton: SaishuuRank: DRange:Short-LongType:SupplementaryChakra:10Damage:N/ADescription:The user spreads chakra into a wide area around himself. He uses the chakra to find and gather particles and molecules of Francium. This allows the user to preform Francium techniques but the gathering itself lasts several turns.
1st turn: The user is able to preform D and C rank techniques.
2nd turn: The user is able to preform B and A rank techniques.
3rd turn: The user is able to preform S and Forbidden rank techniques.
Note: Must be taught by -Cobalt-.
Notence activated this technique will be in use for the following 3 turns leaving the user only 2 more techniques per move.~Approved~ A very nice, simple and clean technique, well done.

Francium Release Technique | Francumiton no Jutsu Rank:CRange:Short-LongType:SupplementaryChakra:15Damage:N/ADescription:After preforming 2 hand seals the user uses the Francium to create medium sized pillars,weapons,shields,walls,domes,spikes and tools of Francium. The constructions do not make a lot damage but can lead to an explosion if used with water.
Note:Must be taught by -Cobalt-
Note:Can only be used once per turn~Declined~ It may not cause a lot of damage but you still need to include damage to the technique itself. Also I'd like you to clarify on the walls, domes, etc etc part. Exactly how many can you make? Francium Release: Francium Coating | Francumiton: Francium TosouType: Supplementary/OffensiveRank: C Range: ShortChakra:15Damage:30Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin.
Notence activated it lasts 3 turns unless canceled by the user.
Note:Must be taught by -Cobalt-.~Approved~Francium Release: Field of Francium | Francumiton: Francium Hara Type: Supplementary/OffensiveRank: BRange: LongChakra: 20Damage: 40Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion destroying anything it has covered. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In order to perform this technique the user needs to be in touch with the ground or object he is covering.
Note: Can only be used 2 times per battle.
Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.
Note: Must be taught by -Cobalt-.~Declined~ Reword the "destroying everything in its path" part. Also, will this prevent yourself and the opponent from utilizing earth style? Depending on the rank of course.Francium Release: Kill Switch | Francumiton: Uchitoru IregeType: SupplementaryRank: CRange: ShortChakra: 15Damage: N/ADescription: This is a very complex technique which can only be performed by those with great chakra control. By using this technique, the user gains the ability to remove or activate the Francium's reactivity with water. When removing the reactivity from the Francium, the user removes it's ability to explode when in touch with water thus making it completely harmless. The user can reactivate the explosion ability by using this technique again.
Note: Once used, it cannot be used again for the following 2 turns.
Note: Must be taught by -Cobalt-.~Approved~ Thank you sir for allowing me to read nice and simple techniques for a change.

Originally Posted by -Cobalt-

Resubmitting:

Francium Release Technique | Francumiton no Jutsu Rank: CRange:Short-LongType:SupplementaryChakra:15Damage:30Description:After preforming 2 hand seals the user uses the Francium to create medium sized pillars, weapons, shields, walls, domes, spikes and tools of Francium. The constructions do not make a lot damage but can lead to an explosion if used with water. The number of medium sized structures is limited to one per move (dome, wall and other larger constructions).
Note:Must be taught by -Cobalt-
Note:Can only be used once per turn.~Approved~ Edited "Larger" to "Medium Sized". The technique won't be able to create multiple medium sized walls, etc etc but it will be able to be used to create more than one kunai and things that have low mass levels.

Added the damage and restricted the creation of larger constructions.

Francium Release: Field of Francium | Francumiton: Francium Hara Type: Supplementary/OffensiveRank: BRange: LongChakra: 20Damage: 40Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion which will destroy only the objects covered by Francium. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In order to perform this technique the user needs to be in touch with the ground or object he is covering. In case someone uses Earth Release when this technique is activated (for example someone raises a plateau or pillar) only the top layer will be covered in Francium unless the user creates a thicker layer (more than half a meter beneath the ground). In that case B-rank and below Earth Release techniques cannot be used (within reason).
Note: Can only be used 2 times per battle.
Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.
Note: Must be taught by -Cobalt-.~Approved~
Rephrased the part you asked me to and added the Earth Release thing. I'm glad you enjoyed my submissions ^^.

New techniques:

Francium Release: Francium Shadow Clone Technique | Francumiton: Francium Kage Bunshin No Jutsu Type:Supplementary/Offensive/DefensiveRank: ARange:ShortChakra:30Damage:60Description: The user performs the hand seal for creating regular clones and uses the Francium created to form clones. The user can create up to four clone and they are able to use up to B-rank Earth Release and Ninjutsu techniques (since Earth Release and Chakra control are necessary to control Francium) and Francium techniques up to S-Rank. If they get in touch with water they will explode.
Note: Must be taught by -Cobalt-.
Note: After creating the max number of clones the user cannot use this technique again for 2 turns after using it the first time. Can be used several times in a row if creating less then the max number one at a time.~Approved~ Edited a bit.Francium Release: Francium Arms | Francumiton: Francium HeikiType: Supplementary/OffensiveRank: BRange: Short-MidChakra:20Damage:40Description: The user performs a hand seal and uses the gathered Francium to create silver colored arms. The arms can be created from the users body to be used to create hand seals, throw tools or help in taijutsu. The arms can also be created from the ground though they will be much larger and able to sustain more damage. The arms created from the ground are used to restrict the opponents movement and grab him. They can be used to crush the opponents limbs. If they get touched by water they will explode.
Note:Must be taught by -Cobalt-.
Note:Can be used three times per battle.~Declined~ Too many similar techniques exist.Francium Release: Francium Body| Francumiton: Francium KaradaType:SupplementaryRank: ARange: ShortChakra: 30Damage: 60Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small to medium sized objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects go up to mid range no matter of the size. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
Note: Must be taught by -Cobalt-.
Note: Can only be used once every two turns.
Note: Two objects can be created per usage of technique.Note: Can be used three times per battle.~Approved~ Added note
Just an explanation to this technique: I want to create tools of Francium with a large explosive ability. Thus the reason why it is A-rank.

Greater Francium Release Technique | Kyousei Francumiton No Jutsu Type: Supplementary/Offensive/DefensiveRank: ARange:Short-LongChakra:30Damage:60Description: After performing 2 hand seals the user is able to create stronger and more durable objects of Francium such as pillars, weapons, shields, walls, domes, spikes and tools of Francium. The number of larger constructions is limited to one per move (walls, domes, etc.)
Note:Must be taught by -Cobalt-.
Note:Can only be used once every two turns.Note: Can be used three times per battle.~Approved~ Added note

Francium Release: Loss of Control | Francumiton: Sonmou ShihaiType: Supplementary/Offensive/DefensiveRank: BRange: Short-MidChakra: 20Damage: 40Description: This technique is a technique applicable only to previously created bodies of Francium. The user removes the control of chakra from the Francium and lets it turn into a liquid, sticky substance which has a silvery glow (similar to the one created with the technique "Syrup Capture Field"). The user can use this technique to either capture the opponent (when they are in the liquid Francium the user uses this technique again to make it solid) or reform the Francium into another shape from a distance. This technique also allows to reverse the process by turning the liquid Francium into solid again. If any of the liquid Francium touches the opponents skin it will cause a burning sensation on that spot creating 3rd degree burns.
Note: Must be taught by -Cobalt-.
Note: Four times per battle only.Note: One conversion per usage~Approved~ Added note

Francium Release: Francium Coating | Francumiton: Francium Tosou
Type: Supplementary/Offensive
Rank: C
Range: Short
Chakra:15
Damage:30
Description: The user channels Francium chakra into his hands thus allowing him to coat smaller objects with a thin layer of Francium with just the slightest touch. This is mostly used to coat weapons and tools, but it may also be used in taijutsu to place a thin but lethal layer of Francium on the opponents skin. When the Francium attaches to the skin of the opponent it will cause 2nd degree burns and horrible pain. The user can cancel this technique with a simple hand seal.
Note: Once activated it lasts 3 turns unless canceled by the user.
Note: Must be taught by -Cobalt-.

Francium Release: Kill Switch | Francumiton: Uchitoru Irege
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This is a very complex technique which can only be performed by those with great chakra control. By using this technique, the user gains the ability to remove or activate the Francium's reactivity with water. When removing the reactivity from the Francium, the user removes it's ability to explode when in touch with water thus making it completely harmless. The user can reactivate the explosion ability by using this technique again.Note: Can only be used once per turn.
Note: Must be taught by -Cobalt-.

Francium Release Technique | Francumiton no Jutsu
Rank: C
Range: Short-Long
Type: Supplementary
Chakra:15
Damage: 30
Description: This technique allows the user to use the Francium to create pillars, weapons, shields, walls, domes, spikes and tools of Francium which are just as versatile as Mokuton. The constructions do not make a lot damage but can lead to an explosion if used with water. The user cannot use this to create constructions larger than himself.
Note:Must be taught by -Cobalt-
Note:Can only be used once per turn.

Francium Release: Field of Francium | Francumiton: Francium Hara
Type: Supplementary/Offensive
Rank: B
Range: Long
Chakra: 20
Damage: 40
Description: After having gathered enough Francium the user covers an extensive area with a couple of inches thick layer of Francium. If the Francium gets in touch with water, it will lead to a mediocre explosion which will destroy only the objects covered by Francium. Depending on how big the terrain covered is, the covering may take some time. The user can also create a thin layer beneath the grounds surface thus allowing him to perform a surprise attack. In case someone uses Earth Release when this technique is activated (for example someone raises a plateau or pillar) only the top layer will be covered in Francium unless the user creates a thicker layer (more than half a meter beneath the ground). In that case B-rank and below Earth Release techniques cannot be used (within reason).
Note: Can only be used 2 times per battle.
Note: If used in a long range radius, the Francium requires 2 turns to cover the field. If used in any other range it forms in a couple of seconds.Note: Can only be used once every 2 turns.
Note: Must be taught by -Cobalt-.

Francium Release: Francium Body| Francumiton: Francium Karada
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique allows the user to convert his own chakra into Francium allowing him to create pieces of the explosive metal from his own body and chakra. This way he is able to create small objects made completely out of Francium. He can than use them as projectiles or bombs to attack the opponent. The explosions of the objects go up to mid range no matter of the size. This is extremely useful when the user wants to create tools completely made of Francium such as kunai, shuriken and other.
Note: Must be taught by -Cobalt-.
Note: Can only be used once every two turns.Note: Four objects can be created per usage of technique.
Note: Can be used three times per battle.

Re: Custom Element's Jutsu

Originally Posted by Solf J. Kimblee

Silicone Release: Body Shield (Shirikon: Bodi Toku)
Rank: A
Type: Defense
Range: Short
Chakra cost: 30 (30 per turn)
Damage points: N/A
Description: The user raises silicone sand over their body. The user can make the sand over the body, look like a knights armor or a different shape of armor(if the user makes a knights armor it will have flexibilty so the user can move still). It looks like the user is wearing a white(color of silicone sand) armor and it also weights down the user because it weights 75 lbs and lowers the user`s speed one rank.
-It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu.
-Only lasts four turns
-Only used three times per battle____________
-Approved-

Silicone Release: Body Shield (Shirikon: Bodi Toku)
Rank: A
Type: Defense
Range: Short
Chakra cost: 30 (30 per turn)
Damage points: N/A
Description: The user cover silicone sand over their wholebody. The user can make the sand over the body, look like he/she isn't wearing any armor at all. This technique also weights down the user because of its weight and this lowers the user`s speed, one rank. When the armor is attack and enough damage has been done to it, anyone can see the armor true color and where it is.
-It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu(first gate or anything that has the strength is able to crack and pill it and second gate or anything that has the strength can completely destroy it).
-Only lasts as long as the user has chakra to keep it up
-Only used three times per battle

Re: Custom Element's Jutsu

I got a feeling these will be declined but it's worth a try xD

1. Kougyokuton: Barad Dur | Corundum Release: Dark Tower
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 50
Damage Points: N/A (90 to opponent if spikes hit them or they fall into trench with spikes)
Description: The user makes a short string of 5 handseals, and spreads large amounts of chakra throughout the earth, converting it to Corundum. After spreading such copious amounts of chakra, the user then makes the snake handseal, causing an earthquake along the field. This earthquake does no damage however, it is what caused the earthquake that makes this jutsu so dangerous. After making the snake handseal, the user causes a massive black tower of Corundum to quickly rise from the ground, standing at over 50 feet high, looking as if it's a monument dedicated to the dark arts. The tower resembles a castle's tower, being very grand in it
s appearance and size. As the tower grows, it causes an earthquake along the earth that causes no damage, unless the enemy is underground when the tower grows of course. The bottom of the tower has a 10 meter deep trench encircling it, filled with Corundum spikes. Upon reaching culmination, the tower emits a pulsating vibration from it until it is destroyed, allowing it to sense the location of anything within long range of it and in contact with the earth. As long as the user is in contact with the tower, any damage done to it will reform as the user will be continuously streaming chakra to it and the user's corundum attacks gain a +10 bonus to them due to the constant channeling of chakra from the tower to the user and from the user to the tower and providing the user with a medium for releasing said corundum jutsu. The tower's reforming ability counts as a jutsu per turn of the user if he choices to fix the damage of the tower, otherwise the damage happens and the user can still use his normal three jutsu per turn. The user can also make the tower protrude A-ranked spikes from it, skewering any foe in close range of it. The tower also enables the user to perform several jutsus only capable of being used after the formation of the tower (each to be submitted as it's own technique).
*Tower lasts until destroyed or 2 turns without direct contact from the user*
*Can only be used once per battle*
*Can only use 1 jutsu in the turn this is used*
*After using, the user is left slightly fatigued and cannot use any Corundum jutsu that turn*
*After being destroyed, the user can only use jutsu of A-rank and below the next turn and only 2 jutsu per turn for two turns*
*Can only be repaired 2 times a battle*
*The user cannot repair damage done by Forbidden jutsus or S-rank jutsus from elements that are strong against Corundum*

__________________________________________________ __________________________________________________
 Declined  Scale is too big. Also, you convert the earth into corundum...all of it? Like all of the field?

2. Kougyokuton: Barad Dur: Sauron's Manako| Corundum Release: Dark Tower: Sauron's Eye
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: After using the Dark Tower jutsu, the user activates the special jutsu after special conditions are met. A special ability of the tower is that after 2 turns of maintained contact with the user, it will have absorbed enough chakra to project an image atop the tower of an eye that looks towards the enemy, casting a genjutsu that the enemy will have trouble noticing is active. The effects of the genjutsu take place over two turns. The first turn, seemingly nothing happens to the enemy as he will still see the surroundings and the user of this technique in the same position as when the eye was activated, albeit the user now yelling at the target and throwing several kunai and various other ninja tool. What actually is happening is the eye activates the lower chamber of the tower to open up and several ropes erupt outwards in an attempt to bind the enemy. As the ropes grab the enemy, his chakra begins to be drained, preventing him from using ninjutsu of S-rank and higher while the ropes are upon him. The second turn continues the genjutsu, in which the enemy sees the user now breaking out into fits of hysteria, going berserk as the eye seems to punish him by means of a fire burst from his eye for not finishing the job by then. In actuality, the ropes that were binding the enemy now begin to drag him into the lower chambers of the tower, imprisoning him as he is drained of chakra, trapping him in the tower.
*can only be used twice*
*After using, the user cannot use any jutsu related to the Tower for 2 turns or Corundum in the same turn as this*
*The user cannot use any Corundum jutsu that are offensive or cause direct damage to the foe while this jutsu is active.*
*Cannot use any summoning or fuuinjutsu for two turns after using this and one turn before*

(Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points:N/A
Description: The user makes a few handseals and channels chakra into the earth within Short to Long range from him in a circular radius. This causes the earth beneath them to turn into corundum (not the force, however. It still takes on the look of regular earth). This is done to prepare for further Corundum jutsus and to get a sense of tracking if the enemy touches any part of it.
~the opponent can't use earth jutsu while this is in affect, as they can't manipulate Cory Dom, however the user can utilize any earth technique(I'm the form of corundum) from it as he can manipulate corundum.
~the user can sense the opponent by his vibrations, so an opponent without chakra can be sensed as well(I.e. Zetsu usin mayfly)
~all earth jutsu would be +10____________
-Approved-

(Kougyokuton: Akunochimata Soushi) - Corundum style: Underworldly Creation
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points:N/A
Description: The user makes a few handseals and channels chakra into the earth within Short to Long range from him in a circular radius. This causes the earth beneath them to turn into corundum (not the appearance or its strength, however. It still takes on the look of regular earth). This is done to prepare for further Corundum jutsus and to get a sense of tracking if the enemy touches any part of the corundum created earth.
~the opponent can't use earth jutsu while this is in affect, as they can't manipulate corundum, however the user can utilize any earth technique(in the form of corundum) from it as he can manipulate corundum.
~lasts 4 turns and can only be used twice. After the 4 turns end, the corundum earth becomes inert and can be used by both parties for earth techniques with no additional properties.

Re: Custom Element's Jutsu

[Magnisuton: Magunesiumu Chiri] - Magnesium Dust Release: Magnesium Dust
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: The user releases their chakra into the earth, using their chakra to bring forth an abundance of magnesium in the form of a powder like dust, which settles over the battlefield creating a layer of magnesium. The magnesium dust layer remains rather compact, preventing it from moving or being simply being brushed away by anyone other than the user. The dust cuts off contact with the earth preventing anyone other than the user from performing Earth Jutsu. The user is also capable of making the dust rise up from the ground, so that instead of forming a protective dense layer of magnesium over the earth, the user instead creates a cloud of lingering magnesium. The layer/cloud of magnesium serves as a source of magnesium, and allows for quicker and more proficient use of magnesium techniques. While it also has a pressure sensing effect, so that the user is aware of anything that comes within direct contact of the magnesium. Alternatively the user can release the magnesium dust from their mouth. The amount of magnesium that is called forth by the user is subject to the users intentions.

________________________________________________
 Declined  The technique does too much. Pressure sensing is an earth custom so it can't be added there. Also, this resembles a carbon (if memory serves me right) technique. If this is to serve as the basic technique of the element, then you need to make it so that it simply calls forth magnesium from the ground that your use to attack or defend and that stays on the battle field to be used for other techniques. For a B-Rank its too packed up with things. I don't have a problem with the dual use (from the ground or mouth) but you effectively have here 4 techniques roled up in one.

[Magunisuton: Magunesiumu Kaibyaku] - Magnesium Dust Release: Magnesium Creation
Type: Offensive | Defensive | Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn to maintain)
Damage: 60
Description: The user creates objects of magnesium. The user is capable of creating pillars, shields, walls, waves and tools of magnesium to aid as either an defense, attack or supplement. The user is capable of making constructs rise from the ground, manipulating already existing sources of magnesium, or expelling objects of magnesium from their mouth/body and directing them towards their opponent. Objects created with this technique can be made to float regardless of mass, and can be moved/launched into long range. To control the technique the user needs to do hand gestures to direct and control the magnesium constructs.

Note:
- Can only be used 6x
- Only one object per use

________________________________________________
 Approved 

[Magunisuton: Ranbou Tenka] - Magnesium Dust Release: Violent Ignition
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: A technique where the user is capable of further manipulating magnesium techniques used within the next three turns so as to cause them to ignite at the cost of extra chakra. When the user uses a magnesium technique, by sacrificing more chakra, upon creation the user manipulates the magnesium dust causing the powder to rub against the other particles frantically as it forms into its desired shape. This creates friction, which in turn creates heat or possibly even static electricity. Thanks to the ease at which magnesium can be ignited it quickly sets alight, allowing for the creation dazzlingly bright, blazing constructs of magnesium. Alternatively this technique can be used on an already existing magnesium technique, but in turn will only affect that technique and no other.

Note:
- Can only be used three times per battle

________________________________________________
 Declined  There is a confusion in your description. Up to the last sentence this seems to be usable on existing magnesium dust techniques by adding more chakra and making it go boom but then you say "Alternatively this technique can be used on an already existing magnesium technique, but in turn will only affect that technique and no other." where the description already hints to it. From what i see, this is a technique where you ignite magnesium, be it from a technique or present in the field, making it go boom. The more the magnesium, the more the damage. Simple. Basically a case of simplifying the technique.

[Magunisuton: Magunesiumu Kaibyaku] - Magnesium Dust Release: Greater Magnesium Creation
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn to maintain)
Damage: 80
Description: The user creates stronger and larger objects of magnesium. The user is capable of creating pillars, shields, walls, waves and tools of magnesium to aid as either an defense, attack or supplement. The user is capable of making constructs rise from the ground, manipulating already existing sources of magnesium, or expelling objects of magnesium from their mouth/body and directing them towards their opponent. Objects created with this technique can be made to float regardless of mass, and can be moved/launched into long range. To control the technique the user needs to do hand gestures to direct and control the magnesium constructs.

Note:
- Can only be used 4x
- Can create up to 2 objects per use.
- No Fire and Earth techniques above S-Rank same and next turn.

________________________________________________
 Approved 

Last edited by Scorps; 05-09-2013 at 10:35 PM.
Reason: Edited at request of creator before check.

Re: Custom Element's Jutsu

Originally Posted by Zero Kelvin

(Amatsu Fūton: Sakyū no Kyūei) Empyrean Wind Release: The Song of the Sand Dunes
Rank: A
Type: Supplementary
Range: Short- Mid (short-range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 30 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This counts as one of the three moves allowed per turn.
-As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn. Furthermore, the user will only be able to use two (2) techniques during the following turn.
-Can only be used twice (2) per battle.~Approved~ If you are not satisfied with my edits, please feel free to VM me and I will change my verdict.
(If half a kilometer is unsatisfactory, could you please switch it with 'several hundred meters downwards'? Thanks beforehand)

(Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) Empyrean Wind Release: The Breath of Paarthurnax
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a circular shape of uniquely rotating Empyrean Wind one hundred meters in the air. By using the air itself alongside the incredible suction power of Empyrean Wind, the shape quickly begins to attract and gather odorous molecules in its core. Through its rotation, the shape uses the air itself to gather all odorant molecules alongside moisture and most vapors. This in itself makes it impossible for any odors to be spread around the field, as they are immediately pulled directly upwards into the atmosphere. Humidity, too, will be absorbed by the shape, which only adds to the dry environment created by this technique. Finally, the shape draws insects and big concentrations of harmful germs/particles/spores to it, killing and destroying them in the process with the ripping nature of Empyrean Wind. -This technique's ability to draw in insects only accounts for insects that are not being used for any techniques.
-The user can, with one (1) handseal, disperse the entire shape, causing the gathered humidity to fall onto the ground as a source of water.
-The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.~Approved~ Made some minor changes.
New Submissions:

(Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
Rank: A
Type: Supplementary/Defensive
Range: Short-Long (Mid range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and creates two blankets of Empyrean Wind; one in the sky and one in the ground. Each blanket consists of uniquely rotating Empyrean wind that has the single purpose of drawing matter either upwards or downwards. By using the connection to the two blankets as a either a damper or an amplifier, the user is able to create gravitational-like effects. By amplifying the bottom blanket, the user can severely restrict the movements of those within the field, ranging from decreasing their speed to pinning even the strongest of summons to the ground. The stronger downwards pull also has an effect on most techniques, making them harder to aim upwards and decreasing the range of projectile-based Ninjutsu by one (1) range. By amplifying the top blanket, the user can, within reason, pull projectile-based Ninjutsu of B-rank upwards, ensuring the safety of those within the field. The upwards pull can also create a zero gravity environment.
-Pulling a technique upwards counts as one of the three moves allowed per turn.
-The user cannot use S-ranked or above Empyrean Wind during the following turn.
-The technique lasts for three (3) turns.
-Can only be used twice (2) per battle.~Approved~ Made some edits, same as above regarding my verdict.
(If five turns are over the top, could you please switch them with 'four (4)'? Thanks beforehand)

(Amatsu Fūton: Jinkō Akari) Empyrean Wind Release: Artificial Lights
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust and leave nothing behind but ashes. The shape of Empyrean wind will keep the needed matter in and the unneeded matter out. The decreased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, provided they survive. This technique can also be used to create an area devoid of Oxygen.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.~Declined~
(Amatsu Fūton: Mōshin no Miko) Empyrean Wind Release: The Blind Faith of Theresa
Rank: A
Type: Supplementary/Offensive
Range: Short/Mid (Can be directed/thrown to Long range)
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast. By using the incredible suction power of Empyrean Wind to gather air, and by coating his/her limbs in chakra, this technique allows the user to create semi-physical objects of Empyrean Wind and maintain them for a few precious moments. The objects made through this technique possess the ability to draw Natural Energy and Chakra from everything touching them, being able to suck techniques dry of Natural Energy and wreak havoc on ongoing Gentle Fist techniques.
-Must wait one turn before reuse.
-The objects can only affect Gentle Fist techniques and techniques based on Natural Energy.~Declined~ Remove everything about sucking natural energy, and also make up your mind with the ranges. Its either mid, or long.

(I'm quoting this because it's the submission wherein the techniques were approved)

Originally Posted by Zero Kelvin

Editing/Resubmitting:
(Amatsu Fūton: Sakyū no Kyūei) - Empyrean Wind Release: The Song of the Sand Dunes
Rank: A
Type: Supplementary
Range: Short-Mid (Can be placed Mid-range all around an area at Mid-range)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-As a result of the Chakra strain, the user will be unable to use other Empyrean Wind Techniques during the same turn.
-Can only be used twice (2) per battle.
__________________~Declined~
Sorry, I agree with Mathias's edits on this one.

(Fūinjutsu/Amatsu Fūton: Yabō Haō Zangyaku no Kokyū) - Sealing Technique/Empyrean Wind Release: The Breath of Paarthurnax
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a circular shape of uniquely rotating Empyrean Wind and chakra-based strings of Kanji one hundred meters in the air. Through its rotation, the shape can use the air itself to gather all odorant molecules alongside moisture and most vapors. This makes it impossible for any odors to be spread around the field, as they are immediately drawn directly upwards into the atmosphere. Humidity and rain, too, can be absorbed by the shape, which can create an extremely dry environment. Finally, the shape can draw insects and big concentrations of harmful germs/particles/spores to it. This technique, however, can only attract the objects mentioned in one of the three options at a time. Each time the user switches between the three options, the thick strings of Kanji form a unique sealing array that seals all the incoming objects and material into itself.
-Switching between the three options counts as a move.
-The user can form a single handseal to unseal everything the three arrays have stored. This counts as a move.
-The user cannot use higher than S-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.
____________________~Declined~
Just one thing, when releasing all of the odors, vapors, gases, etc. is the result just all of them seeping out into the area? Or is there some sort of powerful S-rank impact to accompany the release of the gases?

Resubmitting:
(Fūinjutsu/Amatsu Fūton: Mōshin no Miko) - Sealing Technique/Empyrean Wind Release: The Blind Faith of Theresa
Rank: A
Type: Supplementary/Offensive
Range: Short/Long
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast. By using the incredible suction power of Empyrean Wind to gather air, and by coating his/her limbs in chakra, this technique allows the user to create semi-physical objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to materialize long strings of chakra-based Kanji on the object, increasing its life-span. The more chakra and focus spent on this technique, the more visible and vicious the result of this technique will be.
-Must wait one turn before reuse. -Can only last for three turn.
_________________~Declined~
First off, there needs to be a limit on the size of the beast or object that you can create. And a reasonable limit for an A-rank jutsu at that. Furthermore, the last sentence underlined doesn't really... make sense here. You mention no where else about being able to focus varying amounts of chakra or focus for a sustained period of time in this. So... either you need elaborate on what you mean there or take that out.

New submission:
(Fūinjutsu/Amatsu Fūton: Kurohitsugi) – Sealing Technique/Empyrean Wind Release: Black Coffin
Rank: S
Type: Defensive/Offensive
Range: Short/Long
Chakra cost: 40
Damage points: 80
Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great arrays of chakra-based Kanji to appear around a specific point. Upon creation, the arrays arrange themselves into forming the frame of a big, rectangular box. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of many sealing arrays, the entire box will be black as night and impossible to see through. Upon completion, every corner and side of the box will use the incredible suction power of Empyrean wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The frame of sealing arrays is designed to reject matter from entering and leaving the box. Energy-based attacks may still enter and leave, but physical attacks up to the rank of the technique are unable to pierce the box.
-It’s possible to confine the Empyrean Wind to the outer surface of the box, thereby pulling matter towards the box and safeguarding matter inside it.
-Can only be used once per battle.
-No other Empyrean Wind techniques during the following turn.
__________________~Declined~
Nice idea. However, the box's size needs to be defined/restricted. Also the effect of reversing the technique (you mention it in your first side note) need to be stated. How far away can the matter that the box pulls in be? What happens when the objects are pulled in? Are they simply drawn in with some minor damage from falling is there some sort of impact?

Originally Posted by Zero Kelvin

(Amatsu Fūton: Tenrai Oozara) Empyrean Wind Release: Celestial Discoids
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: After forming a single handseal, the user releases several concentrated medium-sized flat discs of empyrean wind from their mouth that can be directed toward any place the user wishes to attack the opponent from all sides. The discs will slice through any object in their path and almost seem as if the object was cut through but were actually ripped apart on a molecular as it paves through the object.
~Can only be used five times per battle.~Declined~ How many exactly? And lets be real here, they can't slice through any object. (Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: After forming a single handseal, the user releases a massive blast of empyrean wind, slightly larger than Pressure Damage, that is shaped in the form of a dragon's head. The massive blast of empyrean wind will rage toward the target and cannot be satisfied until its hunger is quenched. This technique is so powerful that it has been said that it was used to pave an enormous tunnel straight through a large mountain in order to making traveling from one side to the other easier.
~Can only be used five times per battle.~Approved~ I don't want to see any funny business with the background story of paving a tunnel through a large mountain.

(Amatsu Fūton: Muon Maru) Empyrean Wind Release: Soundless Circle
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage: 90
Description: After clapping his hands together, the user creates a small, visible sphere of Empyrean wind. The sphere will be about the size of a football at its creation. Immediately after being created, a slightly bigger sphere of Empyrean wind is created around the original one, encasing it like a second layer of skin with no space between the two layers. More and more layers are subsequently added to the technique in quick succession afterwards. Small ripples in the immediate vicinity of every layer heralds their coming to the world. The ripples also appear right before the original sphere is born, warning vigilant enemies of its coming. All the layers are individual structures in their own right. Therefore; each sphere has its own center. All the midpoints, one for each layer, are placed around each other, forming their own circle with a small hollow space in the very center. The small hollow space will, as the technique swallows more and more mass, slowly be filled with extremely compressed matter, forming a kind of core. The extreme amount of compresison means, that while the core might not be very big, it's extremely heavy and unstable because of its forceful creation. When enough layers have been added and enough mass has been gathered, the user performs a single handseal, which causes all the layers to be compressed into countless microscopic spheres with each their center, encasing the core of mass, thereby forcefully ripping it apart. The second the core is ripped into countless pieces, the rings disperse, as to not gather all the microscopic shards at their center, but still letting them retain their velocity and lethality The extreme speed with which the core is destroyed sends countless of extremely heavy, microscopic projectiles flying in all directions, covering the entire area in a deadly rain of death. The user can control which sides of the core the microscopic rings gather at when he compresses them around the core of mass, to avoid killing himself with his own technique.
~Can only be used once.
~No Empyrean Wind technique for 4 turns after this technique has been used.
~The sheer concentration and chakra this technique requires severely tires the user and damages him for 20 points.
~No A-ranked or above wind techniques can be used the turn after this has been used.

~Declined~ How many layers can you exactly stack together? How long does this technique take to be fully finished? Microscopic projectiles? I don't think so. Lastly, 20 damage to the user? I'm expecting to see some real physical drawbacks from this technique on re-submission.

Resubmitting/Editting:
(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
Rank: A-Rank
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
-No Forbidden-ranked Empyrean Wind techniques during the following turn.
-Can only be used twice (2) per battle.

(Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
Rank: S-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji one hundred meters in the air. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation, the dragon can use the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field, as the dragon immediately draws them into itself. Humidity and rain, too, can be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape can draw insects and big concentrations of harmful germs/particles/spores into itself. This technique, however, can only attract the things mentioned in one of the three options at a time. Each time the user switches between the three options, the thick strings of Kanji form sealing formulas that seals all the incoming material inside the dragon.
-Switching between the three options counts as a move. -Absorbing a technique/combination counts as a move.
-The dragon can maximally absorb techniques of S-ranked strength.
-The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything inside the dragon into the area.
-The user cannot use higher than S-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.

(Amatsu Fūton ♦ Doragon Unari) - Empyrean Wind Release ♦ Dragon's Roar
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A (Depends on the gathered gas)
Description: After forming a single handseal, the user releases a massive gust of Empyrean Wind, slightly larger than 'Wind Style: Pressure Damage', that is shaped in the form of a dragon's head. The massive gust of Empyrean Wind will rage around the field and cannot be satisfied until its hunger is quenched. This technique is designed to gather gaseous molecules whose consistency differs from that of air through the unique rotation of Empyrean Wind. By inhaling deeply the turn after this technique has been used, the user is able to gather and compress the gathered gases and air into a compressed ball that can be exhaled as a large cloud immediately afterwards. By storing the gas in the Oxygen-forsaken core of the Empyrean Wind, the user is able to preserve the gas' properties for when it's exhaled. -Can only be used three (3) times per battle.

Resubmitting:
(Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
Rank: A-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air, this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to condense the objects created by the technique, increasing their life-spans.
-Must wait one turn before reuse.
-Objects last for the turn they are used and can only be created short range from the user.

(Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
Rank: S-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great masses of chakra-based Kanji to appear around a specific point. Upon creation, the masses of Kanji arrange themselves into forming the frame of a big, rectangular box that reaches mid-range around the area it's created on. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of so many seals, the entire box will be black as night and impossible to see through. Upon completion, every corner and side of the box will use the incredible suction power of Empyrean wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The formulas of seals are designed to reject matter from entering and leaving the box. Energy-based attacks may still enter and leave, but physical attacks up to the rank of the technique are unable to pierce the box.
-It’s possible to confine the Empyrean Wind to the outer surface of the box and simply use the matter-rejecting formulas to safeguard matter inside it.
-Can only be used twice (2) per battle. The offensive version can be used once (1), as can the defensive version.
-No other Empyrean Wind techniques during the following 3 turns.
-Cannot mold chakra above S-Rank for the same and next turn.

(Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out. The increased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, warning them of the imminent danger.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.

Re: Custom Element's Jutsu

Silicon Release: Grab (Shirikon: Gurabu)
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user using the silicon sand they have already under their control, grabs hold of someone or something. The silicon sand must already have the user chakra into it or no chakra at all.

Silicon Release: Protect (Shirikon: Mamoru)
Rank: A
Tye: Defense
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user using the silicon sand they have already under their control, and makes a defense of some sort. The defense can be in any shape or form. The user must know where the attack is coming from to be able to make the defense. The silicon sand must already have the user chakra into it or no chakra at all.

__________________________________________________ ________________________________________________
 Declined  Why is this long range?

Re: Custom Element's Jutsu

Originally Posted by Yūsuke

(Tsukene : Mizuhoryuu) - Root Release : Water Reserve
Type : Supplementary
Rank : B
Range : Short - Long
Chakra cost : 25
Damage points : N/A
Description : With this technique, the user is able to collect water found underground. The purpose of this technique is to act as a water source for water techniques for the user, without having the enemy realize it. All water will be stored within an single, enormous root which can be found underground at the desired location the user wants it to be. When the user activates the water technique that requires a water source, the root will open itself, releasing all the water which burst into the surface and hence the water technique that the user wants to use will happen starting from there. After the water technique is done, the user is able to call roots connected to the large root that stores the water, to emerge out of the ground and suck whatever water that it is able to get a reach of, back into the reserve. of Enemies are unable of controlling the water stored within the reserve as the root that holds it is layered with the user's chakra that is capable to deflecting away incoming chakra that is targeted towards the water.

Note : Must know Root Release
Note : Can only be used or taught by -Yusuke-
Note : Water within that root can only be utilized by the user
Note : Once created, the root will last there as long as it is not used or is not released
Note : Requires at least a turn after activation for a water source, two turns for a large water source___________
-Approved-

Remaking the above technique; I don't want two customs to have the same primary ability. (Retrieving water)

(Tsukene : Zennou Kyanon) - Root Release : Almighty Cannons
Type : Offensive / Defensive / Supplementary
Rank : S
Range : Short - Long
Chakra cost : 40
Damage points : 80
Description : There are multiple stages to the completion of this technique. First, the creation of a large, hollow root that remains dormant underground, gradually filling itself with water at an incredible pace. All around the large root are several other roots that branch out at various directions. No matter the level of aridness of the terrain, this root will manage to retrieve the water it desires underground, as its sense of water has been further enhanced by chakra. After the time taken to collect the water, the user performs a single handseal, which sends a chakra signal to all the roots. Upon receiving the signal, several or a single root will erupt out of the ground, surrounding the target. The distance between the root and the target will be at least short-range or more. If the user decides to utilize multiple roots for the technique, they will be positioned to form a somewhat, 'circle' around the target, with the circle having the radius of short-range (or more). These roots are connected to the large, main root that holds the water underground. Even while the roots are emerging, they are already undergoing the process of being pumped with water, creating enough pressure for it to be launched as a jet of water, which will momentarily subdue the target, though, not killing them, as there is a true, hidden meaning behind the technique. During the process of all the above shards of roots have been created out of the roots themselves and hidden within the core of the water jets. With the pressure applied by the water jets, it will be enough to pierce these shards into the opponent. Due to the pain felt by the enemy because of the jets of water, it conceals the pain produced by the root shards. The user can choose to silently leave the root shard there for however long they wish, or perform another handseal to activate the root shards. The root shards grow multiple roots that seem to come out of the target's body (since that's where the shard is), and they bind the target, strangling their body, leading to consequences the situation makes for (usually unconsciousness or breaking of bones).

Note : Can only be used twice per battleNote : Requires at least one or more turns to retrieve the waterNote : The strength of the root shard levels the power of A-rankNote : Water Release techniques of any rank may not be used in the same turnNote : Root Release techniques higher than A-rank may not be used in the same turnNote : Cooldown interval between usages of at least one turn after technique completion

Re: Custom Element's Jutsu

Rank: B
Type: Offensive/Supplementary
Range: Medium/Long
Chakra Cost: 20 (+5)
Damage Points: 40
Description: The user creates a spherical vacuum with blunt protrusions (see picture) that have max the size of a human hand. These vacuums act the same like grenades, the difference is that, instead of exploding, they implode. Outside that, due to the properties of a vacuum, the user doesn't necessarily need to throw them and can create them anywhere where there are mainly air molecules (so logically it can't be made on the opponent itself). When the user makes a single handseal, the vacuum implodes, creating a strong suction force that's strong enough to tear off limbs. The user can also moderate the strength of the suction, lowering it enough so that it can render the target immobile. This comes in handy for when you want to catch your target alive, but to do this +5 chakra has to be paid each turn to maintain the suction force.

Rank: Forbidden
Type: Offensive
Range: Medium/Long
Chakra Cost: 50
Damage Points: 90 (-20)
Description: The user creates in the sky, high above its target, a large vacuum shaped like a very long worm that only has a large mouth that is as wide as its body. The inside of the worm is shaped into row after row of shark-like teeth (compare it to the mouth of the Kraken from PotC). Inside the worm there is another vacuum that fills most of the space and on the command of the user that 2nd vacuum implodes starting from the worms mouth and then upwards to the tail of the worm. This implosion creates a massive suction force that sucks in everything under the worm, shredding all of it into pieces by the countless teeth that are inside the worm when it enters its body. While this is happening, the worm starts to descend downwards in a straight line using peristaltic movements, making it look like the worm is biting and clamping down on the air and then open its mouth again to to move forward. As a result the influence of the suction will increase the closer it gets to the earth, even sucking up large chunks of earth right below it. Eventually the worm will latch itself to the earth like like a leech, sucking up all the earth it's in contact with, start digging into the earth until it's completely gone, leaving behind a circular hole. Everything that's sucked up into the worm keeps getting sucked upwards through the entire worm, being shredded by the countless teeth. Whatever is left is thrown out of the worm at the end of its tail high in the sky, falling back to earth as small rocks, small pieces of debris, dust etc. Compared to the size of a summoning it's way longer, however the diameter of its mouth and thus its body is a bit larger than that one of a summoning like Gamabunta, making it possible to suck up such summonings. The mouth is always aimed downwards and its tail will always point upwards, though it's possible for the worm to divert slightly to the left of right when moving downwards.

✘ Can only be used once per battle
✘ The user takes -20 damage due to all the debris and stuff that gets sucked up and falls back to earth
✘ The user can't use any other vacuum jutsu's the next two turns
✘ The user can't use any forbidden ranked jutsu's the next two turns

Re: Custom Element's Jutsu

Rank: A
Type: Supplementary/Offense
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released in front of the user that rages forward while at the same time flames burst upwards from below the surface as the fire is traveling. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a very wide range as everything in front of the user can potentially be set ablaze, transforming a large part of the battlefield into an inferno, though it radius can be decided by the user. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources to be evaporated (whether it be natural or custom made) and blocking the creation of new water sources (unless really high ranked ones). All water and wind based jutsu's are also downgraded a rank.

✘ All the effects of the jutsu count for everyone, meaning for instance that water jutsu's created by the opponent, the user and their allies are all downgraded a rank.
✘ Even though the jutsu can be used more than once, wind and water jutsu's can always only be downgraded one rank (so not that when you use it two times they are downgraded two ranks).
✘ The fire keeps on raging independently from its caster till the battle is finished or somehow has been put out (or parts of it).

__________________~Declined~
The scale of this is way too large for an A-rank. Potential to set everything in front of the user ablaze? Evaporating all water sources? Way too much. Make a limit on the amount of space that the fire spreads out to (a reasonable limit). The technique also needs to be moved up to S-rank and restricted if you still want to keep it on a scale anywhere near that large. Also change it so that it only evaporates water within a reasonable distance from it, and not an entire lakes worth of water. I'd say that it immediately evaporates all water B-rank within 10 meters from it, and just take out the thing about it evaporating natural sources; I'm not going to allow you to evaporate an entire lake worth of water or anything like that with anything less than a forbidden technique.

Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases his Hellfire chakra into the ground and air at the same time. Then first the chakra in the ground bursts out on four different locations (imagine a square with the opponent in the center, the chakra bursts out at each of the corners of the square) as four heavy scorching and blazing chains made out of Hellfire. These chains go straight for the opponent in the center, piercing right through him to finally anchor themselves into the ground a few steps of where the opposing chain was released, creating an X-shape that ties down the opponent in the center.
The piercing alone is enough to cause mortal damage, however when the chains burst out of the ground, the Hellfire chakra in the air transforms into a flaming upper body of a man holding a heavy hammer, Vulcan the Roman smith god and god of fire, that swings his hammer down on the opponent just after he got chained, incinerating him and creating a crater filled with molted rocks due to the intense heat of the Hellfire. (the principle of the flaming upper body is similar to Sussanoo, only it doesn't cover the user as it's in front of him in the air and it's slightly bigger).

✘ Can only be used twice per battle
✘ No Hellfire -or any other kind of fire- jutsu's can be used the same turn and the next
✘ No forbidden jutsu's can be used this turn
__________________~Declined~
Overpowered and this should be two separate techniques instead of one. One for the chains, one for the Vulcan part.

Rank: S
Type: Attack
Range: Medium/Long
Chakra cost: 40
Damage points: 80
Description: The user releases a large amount of his chakra into the ground and collects it under the opponent. There he lets it combust as a large, square pillar of Hellfire from deep underground to high into the sky, like a pillar supporting Hell and Heaven at the same time. The pillar is positioned so that the opponent is always at the center of it when it's released. The radius (I know it's not a circle, but you know what I mean) of the pillar is just a bit shorter than mid range from the opponen's point of view, so that the user is out of harm's way. After the attack is finished, a large empty square hole in the earth remains that looks like a dark, botomless abyss. However due to the extreme heat of the Hellfire, the edges and walls of the square hole are molten, turning it into a pit with at the bottom a pool of lava and molten walls. Due to size of the jutsu it's possible to also stop incoming jutsu's by attacking it from below.

*Can only be used twice per battle
*No Hellfire jutsu's next two turns
____________________~Declined~
Again, the scale is simply too large. Creating a giant molten pit in the ground? And having the pillar rise up to seemingly endless heights? This is forbidden rank territory, and even then it would have to be worked with in order to be approved. The radius is much too large and too general (mid-range is generally accepted as around 10 to 20 meters), and it's done instantly with practically no warning. Simply too much.

Rank: A
Type: Supplementary/Offense
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released that rages forwards while at the same time flames burst upwards from below the surface as the fire is traveling. The further the fire travels, the higher the flames will go and the wider they will be, making the scope of the jutsu overall looking like a slice of cake or a stretched triangle. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a reasonably wide range and can set parts of the battlefield ablaze, transforming it into an inferno. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources, that were on the path or near the attack, to be evaporated (whether it be natural or custom made). Hereby using common sense it isn't going to evaporate for example water sources that are ten times larger than the jutsu or that are of a high-ranked water jutsu (which goes against the basic battle rules).

✘ All the effects of the jutsu count for everyone.
✘ Can only be used twice.

Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases his Hellfire chakra into the ground, which he concentrates on 5 points around the target. First the chakra bursts out of four of these locations around the target (imagine a square with the opponent in the center, the chakra bursts out at each of the corners of the square) as four heavy scorching and blazing chains made out of Hellfire. These chains go straight for the opponent in the center, piercing right through him while crossing each other to finally anchor themselves into the ground a few steps of where the opposing chain was released, creating an X-shape that ties down the opponent in the center.
The piercing alone is enough to cause mortal damage, however just after the chains bursted out of the ground and all of them pierced the target, the Hellfire chakra that was concentrated on the fifth spot, namely the center of the square and thus right below the target, is blasted upwards in the form of a fiery crucifix entangled with chains, making it for an instant look like that the target got crucified before turning to ash as a result of the flames.

✘ Can only be used twice per battle
✘ No Hellfire -or any other kind of fire- jutsu's can be used in the same and next turn

Rank: B
Type: Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user focuses Hellfire based chakra in his throat, which he shapes into the form of several spiked and bladed chains while he spits them out of his mouth with incredible force. He then can grab the chains and swing them a few times before they disappear. Overall the chains aren't that strong, even though they can pierce their targets. They're mainly used as surprise attacks because this jutsu doesn't require any handseals.

_________________

__________________________________________________ ________________________________________________
 Declined  A few times? How long they last and how can you interact with these chains if they are made of hellfire?

Re: Custom Element's Jutsu

Resubmitting:

(Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage: N/A (-30 to user)
Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.
~Can only be used once per match.
~Only one other technique can be used in the same turn.
~The following two turns no techniques A rank or above can be used.

(Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: N/A (-30 to user)
Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.
-Can only be used once per match.-No techniques above S-rank the following turn.-Leaves the user strained and unable to run or move correctly for the following two turns.

(Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-20 to user)
Description: The user preforms a series of six hand seals converting a large portion of the earth three feet beneath the surface into a massive snake of adamantine metal. Once formed the snake springs to life and begins to wriggle and move its body, ripping through the layer of earth above it and knocking the opponent high into the air and damaging their legs. The head of the snake then erupts from a location of the user's choice and shoots towards the target, crunching down on them with hundreds of needle like teeth and smashing them into the ground where its body coils tightly around them, crushing them. The snake itself is large enough to coil around a Gamabunta sized summon. This snake is not a self-acting entity and cannot move after the use of this technique.
-Can be used once per battle.
-No adamantine techniques the following two turns.
-No techniques above S-rank the following turn.

__________________________________________________ ________________________________________________
 Approved  Although you could have done much more with this.

Re: Custom Element's Jutsu

Originally Posted by Serpent

11) (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
Rank: S
Type: Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 Taijutsu)
Description: After making a single handseal "Tiger" the user will focus chakra around there body. this will form a very thin, yet dense armor of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks, making basic Taijutsu stronger. The Jade is transparent and can easily be noticed by light reflecting off it. although it gives the user a light green tint allowing for it to be noticeably even on cloudy days.Note:
-Can only be used once per battle
-User can't use Jade Release in the same turn this Jutsu is activated
-User can't use Raiton or Doton above A-Rank in the same turn this Jutsu is activated
-Last 5 turns
-Must know Jade Release
-Can only be taught by Serpent

Declined.

I dont like generalized statements like "Makes taijutsu stronger" because it leaves room for exploitation. explain to what extent it increases the taijutsu or remove it.

10) (Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
Rank: S
Type: Defence
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 Taijutsu)
Description: After making a single handseal "Tiger" the user will focus chakra around there body. this will form a very thin, yet dense armor of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks. This is because of the Strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks that are able to crush normal bone, Because of this the amount of damage given by basic Taijutsu is grater then normal. The Jade is transparent but can easily be noticed by light reflecting off it. although it gives the user a light green tint allowing for it to be noticeably even on cloudy days.Note:
-Can only be used once per battle
-User can't use Jade Release in the same turn this Jutsu is activated
-User can't use Raiton or Doton above A-Rank in the same turn this Jutsu is activated
-Last 5 turns
-Must know Jade Release
-Can only be taught by Serpent

__________________________________________________ __________________________________________________
 Declined  While you sustain this you should only be able to use techniques for the elements that compose Jade Release. And 5 turns is too much although i don't have a problem with using 2 or 3 times per battle. It also needs a weakness stated.

Re: Custom Element's Jutsu

2.) (SakuzenHyouton: Senkou Tou) Dry Ice Release: Flash FreezeType: Supplementary/DefensiveRank: BRange: Short-MidChakra: 20Damage: N/ADescription: The user will use a single handed hand seal infront of them and will release a moderate amount of chakra, quickly creating a shockwave of Dry Ice chakra that spreads in 360 degrees around the user, that will rapidly freeze any water source, extinguish any fire technique up to A-Rank. As well as put a thin film over frost on every surface around the user.Note: Can only be used 4 times.Note: If the opponent is caught within the shockwave they will not be damaged, though the will get the film of frost and experience a very cold chill throughout their body.

3.) (SakuzenHyouton: Suisei Higyou) Dry Ice Release: Comet StrikeType: OffensiveRank: ARange: Short-LongChakra: 30 Damage: 60Description: The user pulls their right hand back behind them and as they clench a fist with that hand, above them to the right a comet begins to form. The comet itself is approximately 2 meters (6.6 feet) in every direction. When the comet is fully formed the user will thrust their fist directly at the opponent, causing the Comet to fire directly at the opponent traveling at incredibly high speeds, roughly 2 meters (26.4 feet) per second. The comet trail is nothing but the fog that is released from the Dry Ice. If the comet has impact on the ground it will explode on impact creating a crater with shards of dry ice scattered throughout the crater continuously releasing the fog.Note: The Fog will continue to release for 2 turns. Note: This technique can only be used twice per battle. But must wait two turns between each Comet.Note: If the Comet has contact with the opponent, they will have mass amounts of frost bite (freezer burn) due to the dry ice but as well as quite possibly broken bones.

4.) (SakuzenHyouton: Ryuuseiu Kyuuzou) Dry Ice Release: Meteor Shower ExplosionType: OffensiveRank: SRange: LongChakra: 40Damage: 80Description: This is a highly advanced version of the Comet Strike technique. Once the user has fired the Comet Strike from long range, they will forcefully open their right hands fist causing the Comet to explode into 6 separate pieces each 1.8 feet in diameter. All of the pieces are roughly a foot from one another. When the Comet explodes it releases a shockwave approximately 8 meters (26.4 feet) in radius going in 360 degrees, extinguishing all flames within the shockwave as well as flash freezing all water up to S-Rank. The 6 separate chunks continue to blast towards the opponent at an even more accelerated rate than before, at roughly 6 meters (79.2 feet) per second. Once the chunks have contact with a surface they explode on impact, creating 6 small craters, the chunks will explode into millions of nano sized shards within each crater continuously releasing its fog.Note: Can only be used once per fight.Note: Once used the user is unable to use any Dry Ice technique for 4 turns.Note: The fog continues to emit from the shards for 3 turns, if the opponent remains in the fog for an entire turn they will suffocate.Note: If the opponent is hit by this technique they will suffer from frost bite (freezer burn), as well as several shattered bones.Note: Each individual chunk has the power of a B-Rank, while two of them together have the power of A-Rank, and all of them together are S-Rank.Note: This technique can only explode the Comet into 6 separate chunks

Re: Custom Element's Jutsu

These were pending for a while now, I made no changes except a few grammatical ones:
Changes are in bold. Didn't Bold dots, commas and semicolons etc. since a lot were needed. :p

Originally Posted by Rain Of Hell

Infection Jutsu(Kansen-jutsu)
Rank: A
Type: attack
Range: mid-short
Chakra Cost: 30
Damage: 60
Description: The user releases 200 billion germs from his mouth, these germs enter the opponents body using any holes.(mouth, ears, wounds) If they enter from a wound they directly get to the blood, so all effects happen 2 turns quicker. The opponents best chance to stop this attack is to kill the germs before they reach his body; once infected it is hard to get healthy again, the opponent must be either in extreme cold(snow, ice etc..) or in extreme heat(burned or stand very close to a fire for 2 turns) to destroy the germs once they are inside his body. The effects of the Germs are as follows:
1st turn: The opponent gets tired; his tai-jutsu deal -7 damage and his regular jutsu deal -5 damage,
2nd turn: The opponent gets even more tired; his tai-jutsu deal -15 damage and his regular jutsu deal -10 damage,
3rd turn: He develops a fever and takes 15 damage; he also sweats and his tai jutsu and regular jutsu deal -17 damage,
4th turn: He gets very tired and unconsecrated; his vision of mid range and long range become blurry and his sense of smell and sound weaken greatly; he takes 25 damage and his jutsu deal -20 damage ,
5th turn: His vision of long range is gone; his vision of short-mid range becomes very blurry and he he takes 40 damage; his jutsu deal -30 damage; his sense of smell is completely gone and he becomes unable to hear regular talking,
6th turn: he falls down and is unable to stand; he takes 60 damage, he can't use any jutsu, his hearing disappears; every breath causes him great pain, he can barely see short range,
7th turn: The opponent dies.
*If the opponent gets infected this can't be used again,
*While the opponent is infected the user can't use any germ jutsu,
*If the opponent gets infected and gets better after the 4th turn he becomes immune to all other germ jutsu,(germ element jutsu can still physically hurt him)

----This was pending so I re-submitted with slight changes

Germ Style: Deadly Weapon Jutsu(Seishoku yōshiki: Deddorī Weaopon-jutsu)
Rank: A
Range: close-short(effects the users weapons)
Type: Offence
Chakra Cost: 30
Damage: 60
Description: Without the need of any hand seals the user quickly covers a weapon(or a few shuriken) with a thin layer of germs. This layer is microscopic, so it is invisible to the naked eye and can only be seen by 3rd Tomoe sharingan or equivalent sensory jutsu. If the coated weapon pierces the skin and touches the opponents blood stream by the slightest bit, then the germs enter the opponents body. 1 turn after contact, the germs weaken the opponent by slowing his/her reflexes, weakening his/her senses and decreasing his/her total chakra. By the 2nd turn the area the germs first entered goes numb and the limb turns blue. By the 3rd turn the numbness effect applies to the whole body shutting all external muscles(ones that don't effect internal organs). At the 4th and final turn all of the muscles in the opponents body shut down, the hearth stop beating and the opponent dies.
*The user can any time remove the germs from the targets body if they hit himself or his allies,
*When the germs are removed the effects don't disappear immediately it takes the number of turn that has passed since being effected to get back to normal. ex: if the person was effected for 3 turn it takes 3 turns for him to return to normal.
*The weapons return to normal after 4 turns
*The germs can be destroyed by extreme heat or cold(being in snow/ice or near a fire for at least 1 whole turn)

-----Re-submitted, made weaker

Germ Style Resilient Virus(Seishoku sutairu danryoku-sei no aru uirusu)
Rank:S
Range: All
Type: Supplementary
Chakra Cost: Jutsu used before +15
Damage: non
Description: Even if a germ jutsu is stopped some of the billions of germs still manage to survive, although practically harmless these germs gain a resistance to the thing that stopped the initial germ jutsu. Firstly the user makes a couple of hand signs and pulls back the surviving germs to him/herself. Then he feeds his chakra to the germs making them multiply. This process is long and takes 1 turn for jutsu below B-rank, 2 turns for A-S rank jutsu and 3 turns for Forbidden rank jutsu. During these turn the user cannot use any germ jutsu but afterwards all Germ jutsu used by the user are resistant to the element that stopped the original jutsu by 20. Furthermore Disease like Germ Jutsu can't be stopped by that element. (for example: a germ infection was healed by standing near a fire for a while. After this jutsu is used all of the future germ jutsu used by the user are resistant, so the opponent can't heal himself by fire anymore)
*can only be used twice
*must be used at most 2 turns after the germ jutsu was stopped

Germ Style: Decomposing Bacteria(Seishoku yōshiki: Bunkai kin)
Rank: S
Type: Offence/Defense
Range:All
Chakra Cost:40
Damage: 80
Description: The user creates trillions of decomposing bacteria using his germ chakra.(created by water, earth and lightning) These bacteria form a dust cloud the size of small horse. First the user spins the dust cloud around his body and then can launch it at any target or move it around as he/she wishes. The bacteria are specially designed to not hurt humans so the user can't get hurt.(meaning the opponent can't get hurt as well) The dust cloud of bacteria also can't decompose: soil(earth), water(pure water/natural water{can still decompose anything things like oil, syrup etc.}), fire, lightning and air. This jutsu is best used against summons, weapons and other CE. The decomposing bacteria are very fast and can decompose something in the size of a person in 0.5-1 second.
*can only be used 2 times per battle
*the cloud automaticly disperses after 3 turns
*the cloud automaticly disperses after decomposing something twice the size of gamabunta
*the user can disperse the germ cloud at any time he wishes
*the user can't use any germ jutsu while the cloud is active~Pending~ Leaving for Nexus/Cali.

Originally Posted by Rain Of Hell

Germ Release: Snot binding (Seishoku yōshiki: Hanamizu ketsugō)
Snot Binding
Rank: B
Range: Short-Mid
Type: Attack/supplementary
Chakra Cost:25
Damage: 40
Description: The user does a single hand-seal and excretes lots of mucus from his mucous glands. He gathers that mucus in his mouth and mixes it with germs he created simultaneously in his mouth. Then the user spews out the combination, which is snot. Since there are much more germs compared to regular mucus the snot is dark green. It is also dense, hard to move in and very sticky. The user can spew enough snot to cover an entire person. The snot can be used in methods such as but not limited to; trapping and binding his opponents, suffocating his opponent by covering their mouth and nose with snot(not allowing them to breath),pulling objects to the user like a sticky rope.

Germ Release: Transformation (Seishoku yōshiki: Henge)
Rank: C
Range: All
Type: Supplementary
Chakra Cost: 20
Damage: non
Description: This is one of the most basic of germ techniques. It is used to change germs on the battle field into different ones(not natural germs just the ones created by the user) The user focuses his chakra into the germs he wants to transform and a faint blue light appears around those germs. Then the user does whatever is necessary to create the germ he wishes to turn them into.(the user has to post the jutsu of the germ jutsu he wishes to turn the germs into) The selected germs are replaced with the new ones immediately. The amount of the new germs cannot surpass the amount of the previously existing germs, in other words no new germs are created. But the amount of new germs can be less then the amount of germs that previously existed, depending on the jutsu.
*Can only be used 3 times per battle
*The difference of rank between the new and the old germs can be maximum of 2
*No germ jutsu the next turn
*This takes up 2 moves~Pending~ Leaving for Nexus/Cali.

Germ Release: Polluted Field - Seishoku rirīsu: Odakuno
Rank: A
Type: Supplementary
Rank: Long
Chakra Cost: 30
Damage Points: -
Description: The user spread germs all around the field as he forms four hand-seals with the formation of the ram handseal. These germs does no harm but they act like the insects of the Aburame clan. They sense chakra and tell the user by transporting their report through each other to the user in a high speed manner. Once the germs are destroyed in a location others will spread into that location and cover it.
*This technique can only be maintained for 5 turns. This rule won't count if the user remained sitting on the ground while keeping the ram hand-seal focusing his chakra to remain his control over the germs.
*Can only be used once per battle.
*Cannot use A or higher ranked germ release technique while this technique is active.

Germ Release: Cursed Shower - Seishoku rirīsu: bachiatari Hitoame
Rank: A
Type: Attack/Defense
Rank: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does the ram handsign as the germs gather in small groups around the user form all directions. The groups are incredibly small that they are barely noticeable by the naked eyes, however visible at mid range and closer. The user release these germs after covering them with wind chakra with forming the horse handsign right after the ram's and then send them at a very high speed to all directions attacking multiple targets at once. This technique can also be used to attack one direction by placing all of the small groups in one side. Using the wind chakra, the groups can cut through boulders and continue. Once the germs inject themselves into the enemy's body the germs aggressiveness destroy the enemy's cell from the inside out over a small part of their body.
-Can only be used once per battle.

__________________________________________________ ________________________________________________
 Declined  Makes little sense. Dunno what you want from this or what its supposed to be doing or how it does it.

Germ Release: Anti-Terraforming (Seishoku rirīsu: Kō terafōmingu)
Rank: Forbidden
Type: Supplementary/Attack/Defense
Rank: All
Chakra Cost: 50
Damage Points: ---
Description: The user makes 4 hand seals and uses his lighting/water/earth chakra to create an innumerable amount of germs.These germs combine and form a giant tornado as big as a real tornado. The tornado of germs is about 200m across. Also many smaller twisters of various sizes come out from the main germ tornado like tentacles. The germs which the tornado is made up of are extremely destructive and can devour almost anything. The only thing which these germs cannot effect is chakra. Therefore this tornado of germs cannot be used against humans, summons, jutsu or anything that's infused with chakra. However it can remove pretty much anything else and can be used to alter the terrain completely. The user can freely control the tornado and the smaller tentacles within it without any hand motion. This jutsu can be used to destroy forests, dry-out lakes, turn buildings to dust and reshape the terrain. It can also be used to kill plants and non-summon animals(ones without chakra). Another use of this technique would be to attack or defend indirectly.(for example the user can destroy the base of a building and make the building fall on the enemy)
*The user can use the tornado for 4 turns
*Twice per battle
*Was declared forbidden due to extreme damage to the environment and life
*The tornado is translucent so it can't be used to block the opponents vision
*The user cannot use any other germ jutsu while the tornado is active
*The user cannot use Earth, Water or Lightning Jutsu above A-rank while the tornado is active
*For the tornado to effect a part of terrain created by either the user or the opponent 1 turn has to pass after the creation of the part of terrain(2 turns have to pass if an A-rank or higher jutsu was used) {For example; the opponent created a mountain using an A-rank Earth jutsu, the user has to wait 2 turns before he can use the tornado to destroy that mountain)

Re: Custom Element's Jutsu

Frost Release: Frost Dragons RoarRank: SType: Offence/AfflictionRange: Short-LongChakra Cost: 40Damage Points: 80 Description:This Dragon's Roar is exclusive to the Frost Dragon Slayer. The user first inhales, gathering frost chakra in his/her mouth, and then releases an enormous vortex of Frost in the direction of their opponent, creating a large, maelstrom of frost crystals and wind which damages and causes numbing effects and slow frostbite to his foes. This technique is performed without handseals instead it involves the user putting his hands in front of his mouth in a pose resembling that of a trumpeter before releasing his frost chakra, prompting it to be expelled between his fingers. The frost produced by this version start out as a very thin line, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponents. The other, simpler and seemingly faster way simply has the user gather frost and then shoot it out, with no seeming stance required, and a much wider blast of frost being produced directly from the user's mouth, albeit at a reduction of range, reaching only mid range.
Note:
-Can only be used thrice per battle
-Should the opponent be hit or surrounded at any point by the frost dragons roar they will suffer a reduction in speed equivelant to one rank on the speed chart for two turns.
-Must know Frost Release

Frost Release: Frost Dragons ClawRank: BType: Offence/AfflictionRange: Short-MidChakra Cost: 20Damage Points: 40 Description: A melee attack combined with Frost Dragon Slayer jutsu, the user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack more power and speed. He can also create frost on the feet, enhancing speed and allowing the user to jet-propel in any direction he wishes. This allows the user to rapidly get close to opponents to engage in melee, even while preparing another technique.
Note:
-Can only be used thrice per battle
-Should the opponent be hit at any point by the frost dragons claw they will suffer a slow build up of frostbite on the targeted area, this culminates in three turns causing the closest affected limb to seize up and stop working entirely.
-The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
-Must know Frost Release

Frost Release: Frost Dragons Frozen FistRank: AType: Offence/AfflictionRange: Short-MidChakra Cost: 30Damage Points: 60 Description: An effective Nintaijutsu attack, in which the user engulfs his fist in frost and then punches his opponent, causing heavy blunt damage alongside lasting effects of frostbite.
This technique can be used with both hands making it an S ranked attack gaining +20 damage but being considered two uses of the technique.
Note:
-Can only be used twice per battle
-Should the opponent be hit at any point by the frost dragons frozen fist they will suffer a rapid build up of frostbite on the targeted area, this culminates in two turns causing the closest affected limb to seize up and stop working entirely.
-The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
-Must know Frost Release

Re: Custom Element's Jutsu

Originally Posted by Migualon J.J.

(Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user perform a single hand seal to shoot out 2 medium size ball of pearl toward the enemy with fast speed of it’s rank, instead of crush the opponent with it, the ball of pearl spinning in the middle part of the opponent body with 5 cm gap, with encircle motion horizontally spinning the opponents body with high speed of velocity, leaving them out of air, turbulence experiences, unable to move/perform a hand seal then collapse in the end out of air.

note: No A ranked or above Pearl techniques for one turn.
Note: Can only be used 2X per battle
Note: The User must wait 2 turns to use this technique again
Note : Can only be use/taught by the Creator and Co-Creator

~Declined~

Fix the description. I have no clue what is going one here. How is a spinning ball supposed to suffocate the enemy? How large is "Medium Sized"?

( Shinju: Howaito kessai ) - Pearl Release: White Settlements
type: Attack/defense
rank: Forbidden
range:short-long
chakra cost: 50
damage points: 100
description: The user unattached his White Jar and put it in the ground near him with reverse position where the Pearl would pour out from the White Jar into the ground, the user did this on purpose so that all the pearls inside the With Jar will fell down into the ground, a moment afterward the user perform 2 hand seals to scatter out all the massive amount little pearl size of a tennis ball to sink and travel underground, The pearls will cover the entire battle field to long range from the underground beneath. The opponent will not aware of this condition because the movement of the pearls conducted in the underground. When all sets up, the user will yelled HA !!!, suddenly the pearls erupting from the opponents surrounding ground, cover up all over his body part, from bottom to top, seal his movement, unable to perform any hand seal, reduce their air out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls in rapid way, as the White Jar keep producing the little Pearls until it’s run out. At this rate, it is almost certain the opponent won’t be able to avoid it and died.

note: Can only be used 1x per battle.
note: The White Jar keep producing pearls until the opponent died / the user interrupted
note: No other Pearl Jutsu in the same turn when this jutsu activated.
note: The user able to use other elemental when he active this jutsu but must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active
Note: The user must state where he put the White Jar part at the first move then gap it with the other moves then he can erupting the pearls, so it will count as 2 moves.
Note : The user extremely exhausted, can’t move correctly and only be able to defend not attack, with A-Rank jutsu only for 2 turns.
Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only

~Declined~

Again, fix the description. I understand what is going on, but its difficult to read. The jutsu states the move continues until its out of pears, hwoever you also state that the jar continues to produce pearls until th users dies. Since the pearls are round (size of tennis balls) how are they supposed to gather around the person and suffocate them there will always be gaps in between the balls no matter how many are binding the person. They can never suffocate simply from being bound by pearls. One of the restrictions says the user cannot move correctly. What does that entail? can they run, are the uncoordinated, are thier movements slowed? The restriction says they can defend themself from attack but why would they not be able to use a jutsu to attack if they can use one to defend? in the end you are still using a jutsu.

Resubmitting

(Shinju: Shitsukoi no sharin) - Pearl Release: Wheel of Importunate
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user perform 3 serial hand seal and shoot out 2 medium size (3 meters in diameters)ball of pearls toward the enemy with fast speed of its rank. instead of crush or hit the opponent with it, the ball of pearl will spinning in the middle part of the opponent body with 10 cm gap between the spinning ball against the opponent body, leaving him out of breath due to high velocity spinning will compress his air/oxygen, turbulence experiences, unable to move/perform hand seals then collapse in the end.

note: No A ranked or above Pearl techniques for one turn.
Note: Can only be used 3 times per battle
Note: The User must wait 2 turns to use this technique again

( Shinju: Howaito kessai ) - Pearl Release: White Settlements
type: Attack/defense
rank: Forbidden
range:short-long
chakra cost: 50
damage points: 100
description: The user unattached his White Jar and put it in the ground besides him with reverse position where the Pearl would pour out from the White Jar into the ground. The user did this in term of all the pearls inside of his White Jar will pour down into the ground. A moment afterward the user will perform 2 serial hand seals to sink down a massive amount of little pearl size of a tennis ball and they travel underground. The pearls will cover the entire battle field to long range from the underground beneath, right between the user and the opponent. The opponent will not aware of this, because the movement of the pearls conducted in the underground. When the user feels the desire amount of the pearls have been completely sets up, he will shouted.. HA !!! when suddenly the pearls will be start erupting from underneath the opponent ground, cover up all over his body part from bottom to top, from the opponent toe to his head. By molding his pearl chakra which affinity with earth chakra, the user will add sticky effect upon the pearls which could seal the opponent movement, making the opponent unable to perform any hand seal. Reduce their air or oxygen, making the opponent out of breath. Every pearls which if been destroyed by the opponent on their attempt to escape, will be replaced by other pearls with 2 second gap between the replacement pearls because of the White Jar will keep producing the little Pearls until it’s run out (Active for 2 turn) . At this rate, it is almost certain the opponent won’t be able to avoid it and died.

note: Can only be used once per battle.
note: The White Jar keep producing pearls until the pearls run out/the user interrupted
note: No other Pearl Jutsu in the same turn when this jutsu activated.
note: The user will still be able to use other elemental ninjustsu (excluding Pearl Jutsu) when he active this pearl jutsu, but his position must stay close with the White Jar (short range), as the White Jar must absorb the user chakra to keep this active.
Note: The user must state where he put the White Jar position at his first moves, then gap it with the other moves when he can erupting the pearls, so it will count as 2 moves.
Note : The user extremely exhausted, can’t move correctly like slow in movement, slow in running and only be able to defend with A-Rank jutsu for 2 turns.
Note : Unable to use the White Jar for 5 turns as it have run out of Pearls and must reload for 5 turn.
Note : can only be use by the Creator and Co-Creator and can only be taught to 2 students only.

__________________________________________________ ________________________________________________
 Declined  Again this is ridiculously hard to understand and needlessly complicated. Forbidden ranks also do 90 damage...not 100. Fix this and try to make it readable. Its a mess.

New Pearl Jutsu( Shinju: P1 Fōmu, Hakushoku funmatsu ) - Pearl Release: P1 Form, The White Powder
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user will perform 3 serial hand seal and then he thrust his hand up to the sky where certain amount of little pearls size of basket balls will merge out from his jar into the sky high, covering the opponents sky with pearls. Then the user will perform another hand seal to blow up the entire pearls and turn them into form of pearl powder. The user will be able to use this form into any several pearl powder jutsu purposes, such as White sensor, White blinded smoke, white mist illusion etc. But it will count as 2 moves.
Note :
- Will last for 2 turns then auto vanished if not combine with other pearl powder jutsu.
- Can only be use 5 times per battle

__________________________________________________ ________________________________________________
 Declined  Covering the opponents sky with pearls? Uh? If so...why is this short ranged?

Re: Custom Element's Jutsu

Originally Posted by The Pervy Sage

(karumera youshiki) - Caramel Form
Rank: A
Type: Supplementary - Defense
Range: Mid
Chakra cost: 30
Damage points: N/A
Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled.

Note: Can only be 4 times
Note: In this form the user will be more vulnerable to the caramel weaknesses
Note: Can only have a caramel limb for up to 3 turns

Declined. you mention that you must identify the state, then only explain the liquid state, please also note the other state(s) and include the properties/advantages of that state. If you are going to maintain caramel limbs through multiple turns you will need to add a restriction which only allows caramel jutsu while in this form because you cannot concentrate more than one type of chakra at a time unless having undergone yin-yang training

(karumera kata) - Caramel Shapes
Rank: B
Type: Supplementary
Range: Mid
Chakra cost: 20
Damage points: 40 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc.
These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space.

Note: Can only be used once per turn
Note: No fire jutsu in the same turn

Declined. Please note the maximum number of objects that can be made made by this technique. I also want to check to see if you can only create object at mid range or if you intend to make objects that yo can hold at well. since this uses shape manipulation, are you manipulating existing caramel or forming it from the ground? Doesnt the "greater caramel technique" cover the extent of this jutsu?

(karumera youshiki) - Caramel Form
Rank: A
Type: Supplementary - Defense
Range: Mid
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled. The other state is the solid state of caramel, where it can be as hard as stone. This is good for defense but solid caramel has different weaknesses to liquid caramel. In the solid state the user will be more vulnerable to water as it will dissolve the caramel breaking it down. The user can only use caramel Jutsu in the form, but can turn back to normal at any point.

Note: Can only be used 4 times
Note: In this form the user will be more vulnerable to the caramel weaknesses
Note: Can only have a caramel limb for up to 3 turns

(karumera kata) - Caramel Shapes
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage points: 40 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc from their chakra alone, not needing to form the caramel from the ground. These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 1m cubed space. And example of this would be almost like a variation of the "(Suiton: Haran Banshō) - Water Release: Stormy Blockade" jutsu, which allows the user to create the water out of no where.

Note: Can only be used once per turn
Note: No fire jutsu in the same turnNote: Can only make one object per turn.
Note: Caramel is created from the users body
Note: Objects can only be manipulated the turn they are used.